Map will not update

Discussion in 'Mapping Questions & Discussion' started by JustYourEventualRuler, Jan 20, 2018.

  1. JustYourEventualRuler

    JustYourEventualRuler L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    As a new mapper, I am inexperienced, and don't know to deal with all problems given. This is probably a common problem, but my map will not update after compiling and running the map. I've ran the compile log through the interloper's, but no information about any leaks or other game breaking thinks came up (though I do have some skybox, optimization, & displacement things to deal with). Just in case it is needed, here is the compile log:

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.vmf"

    Valve Software - vbsp.exe (Oct 14 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.vmf
    Patching WVT material: maps/cp_hillside_a16/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_hillside_a16/dev/dev_blendmeasure2_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 681 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
    done (1) (5191 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 35 texinfos to 17
    Reduced 10 texdatas to 8 (319 bytes to 276)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.bsp
    Wrote ZIP buffer, estimated size 958, actual size 744
    7 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16"

    Valve Software - vvis.exe (Oct 14 2017)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.prt
    144 portalclusters
    332 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 20232
    Average clusters visible: 140
    Building PAS...
    Average clusters audible: 144
    visdatasize:6344 compressed from 6912
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.bsp
    Setting up ray-trace acceleration structure... Done (1.64 seconds)
    4771 faces
    4285517 square feet [617114432.00 square inches]
    600 Displacements
    8099208 Square Feet [1166285952.00 Square Inches]
    4771 patches before subdivision
    665493 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (227)
    transfers 220213384, max 2182
    transfer lists: 1680.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.8929 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (156)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 10/8192 120/98304 ( 0.1%)
    brushsides 78/65536 624/524288 ( 0.1%)
    planes 158/65536 3160/1310720 ( 0.2%)
    vertexes 4602/65536 55224/786432 ( 7.0%)
    nodes 404/65536 12928/2097152 ( 0.6%)
    texinfos 17/12288 1224/884736 ( 0.1%)
    texdata 8/2048 256/65536 ( 0.4%)
    dispinfos 600/0 105600/0 ( 0.0%)
    disp_verts 48600/0 972000/0 ( 0.0%)
    disp_tris 76800/0 153600/0 ( 0.0%)
    disp_lmsamples 15587200/0 15587200/0 ( 0.0%)
    faces 4771/65536 267176/3670016 ( 7.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 639/65536 35784/3670016 ( 1.0%)
    leaves 407/65536 13024/2097152 ( 0.6%)
    leaffaces 5649/65536 11298/131072 ( 8.6%)
    leafbrushes 247/65536 494/131072 ( 0.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 22226/512000 88904/2048000 ( 4.3%)
    edges 11131/256000 44524/1024000 ( 4.3%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 12/32768 120/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 138/65536 276/131072 ( 0.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 73163832/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 6344/16777216 ( 0.0%)
    entdata [variable] 714/393216 ( 0.2%)
    LDR ambient table 407/65536 1628/262144 ( 0.6%)
    HDR ambient table 407/65536 1628/262144 ( 0.6%)
    LDR leaf ambient 150/65536 4200/1835008 ( 0.2%)
    HDR leaf ambient 407/65536 11396/1835008 ( 0.6%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/12 ( 8.3%)
    pakfile [variable] 744/0 ( 0.0%)
    physics [variable] 5191/4194304 ( 0.1%)
    physics terrain [variable] 76980/1048576 ( 7.3%)

    Level flags = 0

    Total triangle count: 10104
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.bsp
    6 minutes, 35 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hillside_a16.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hillside_a16.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -dxlevel 91 -novid -sw -noborder -w 1366 -h 768 +map "cp_hillside_a16" -steam

    PS. Thank anyone who attempts to help me
     
  2. Zoomspilo

    Zoomspilo L69: Deviant Member

    Messages:
    69
    Positive Ratings:
    16
    It seems you have one displacement touching a bunch of others. That can actually cause Hammer to not compile properly, meaning it will keep the old version of the map and not update.
     
  3. JustYourEventualRuler

    JustYourEventualRuler L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    Is there an efficient way of finding and fixing the aformentioned displacement(s) or do I have to restart?
     
  4. Zoomspilo

    Zoomspilo L69: Deviant Member

    Messages:
    69
    Positive Ratings:
    16
    It should be fairly apparent what displacement(s) are causing the error. If you want to make it even easier to find it, you can click on the Displacements visgroup (if you see no names in the visgroups box, click the button that says Auto and it should show them) and click Mark. that'll make it so you select all displacements. Once you find it, try deleting it and making smaller displacements to fill the gap. That should work.
     
    • Thanks Thanks x 1